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[Snippet] Dumping UnNames.h

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han
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Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

[Snippet] Dumping UnNames.h

Post by han »

Just a pretty special case, but when you are building headers for a game, getting the UnNames.h right is more important then it seems. However, the hardcoded names table can easily be dumped once you have a bit of code running.

Code: Select all

      void HanHan()
      {
            guard(HanHan);
            debugf( TEXT("------------ Dumping Hardcoded Names ------------------") );
            for ( INT i=0; iFlags & RF_Native) )
                  {
                        if ( Entry->Flags & RF_HighlightedName )
                              debugf( TEXT("REG_NAME_HIGH(%4i, %-17s)"), Entry->Index, Entry->Name );
                        else
                              debugf( TEXT("REGISTER_NAME(%4i, %-17s)"), Entry->Index, Entry->Name );
                  }
            }
            debugf( TEXT("------------ End of Hardcoded Names Dump ------------------") );
            unguard;
      }
And just to be a bit more complete, although it does not matter much:

Code: Select all

#define NAME_PROBEMIN ((EName)300) // Thats always the same id as REGISTER_NAME( 300, Spawned ) has.
#define NAME_PROBEMAX ((EName)364)
Last edited by han on Mon Mar 06, 2017 11:54 am, edited 1 time in total.
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